The game runs on the blockchain — new technology, real innovation — and the visual style had to carry that. Futurism was the register I chose before any specific element: it set the tone for the world, the architecture, the type, the icons, and the characters.
"M" monogram + Metarchy wordmark. Built in a couple hours. The wordmark uses a custom typeface I'd already developed for Sputnik. The "M" itself I decorated separately as the icon mark — pulling on the project's core feel: futurism, alien flair, strictness, structure.
Marble + gold + geometry = utopia. The world is a clean, bright future. Robots handle material-resource extraction; humans concentrate on non-material values. That cleanness — that utopian read — lives in marble and gold. The geometric forms carry structure and precision; part of the game runs on-chain and can be played for stakes, so the visual language had to feel that exact. The "M" monogram follows the same logic.
Medallion portraits. Originally I planned full-body characters so as much of the NFT-clothing set as possible would be visible at once. Stacked against everything else on the screen it became a mess. The icon-portrait + circular interface is what fell out — clean, consistent character read, items live elsewhere.
Resource form-language. I designed a visual language that mapped each resource to a primitive form — Power → triangle / pyramid, Science → geometric construct, Art → liquid rounded forms, and so on across the rest. The plan was for this language to carry through architecture, locations, and icons in one consistent system.
In practice it landed only in the architecture — the buildings carried the form-language. The icons went a different route: they started as alien, hard-to-read, and too similar to each other, and resolved into small, colorful, recognizable marks driven by what a player has to read at a glance under turn pressure.
Locations. 3D because after all tests with 2D, i realized the it must be in 3D Isometric way. Low-poly because I planned detail through textures — which is why I built the UV unwraps clean from the start.
Interface breaktrough. Designed end-to-end. Nothing flashy beyond one move — the
circular token / bet selection menu. The rest was solid systematic UI work without a breakthrough moment.
The interface background was originally specced as light marble, matching the initial visual code. On practice it wouldn't read as unified with the gameplay backdrop, so I shifted it to dark gray — still stone, just the shadow side of the same material.
NFT items breakdown — four tech-level styles. Base setting is fantasy, so I split items by technology level rather than character or class:
- Low — apocalyptic, downshifters, religious / cult.
- Casual — typical megapolis resident, year 30579.
- Classic sci-fi / cyberpunk — high tech.
- Cross-cultural sci-fi — top tier, leaning toward fantasy: cultures merged, magical-technological-mystical.
Rarity distribution wasn't flat: Cross-cultural and Apocalyptic only above Rare; Casual only up to Rare; Casual and Classic sci-fi run across all rarities. Higher rarity inside a style = bolder, more inventive item.